#version 320 es
#ifdef GL_ES
	precision highp float;
#endif
in vec3 iVertex;
in vec2 iTexcoord;

out vec2 ioTexcoord;

uniform mat4 uMVP;

void main()
{
	ioTexcoord = iTexcoord;
	gl_Position =  uMVP * vec4(iVertex, 1.0);
}